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gputex

v0.6.0

Published

Runtime GPU texture compression via WebGPU compute shaders, with a WebGL2 fragment-shader fallback. Feed it a PNG/JPG/WebP/AVIF — or an SVG, rasterised on the fly — and get back a GPU-compressed texture (BC7, BC5, ASTC 4x4, BC1, or ETC2) ready for Three.j

Readme

gputex | GPU texture encoding

Runtime GPU texture compression via WebGPU compute shaders, with a WebGL2 fragment-shader fallback. Feed it a PNG/JPG/WebP/AVIF — or an SVG, rasterised on the fly — and get back a GPU-compressed texture (BC7, BC5, ASTC 4x4, BC1, or ETC2) ready for Three.js or React Three Fiber.

🚀 Used in production on Mana Blade.

Install

npm install gputex
# or
pnpm add gputex
# or
bun add gputex

Entry points

gputex ships three entry points:

  • gputex — the engine-agnostic core: the *Encoder classes, capability / format detection, and mip helpers. Nothing here imports three, so it works with Babylon.js, raw WebGPU/WebGL, workers, etc. Encoders return raw compressed block bytes via encodeToBytes().
  • gputex/three — the Three.js layer. Re-exports the entire core plus compressTexture(), GputexLoader, and buildCompressedTexture() / encodeToTexture(). This is the only entry that imports three.
  • gputex/testing — the CPU reference encoders/decoders the GPU shaders are validated against. Test-suite material, not runtime API (see Testing).

three is an optional peer dependency (>=0.170): install it only if you import gputex/three. Pure-core consumers (e.g. Babylon.js) can skip it entirely.

Formats

| Format | Bytes / 4x4 block | Use case | | ------------- | ----------------- | ------------------------------------------------------------------------------- | | BC7 | 16 (8 bpp) | Color / RGBA on desktop (texture-compression-bc) | | BC5 | 16 (8 bpp) | Normal maps — RG only (texture-compression-bc) | | ASTC 4x4 | 16 (8 bpp) | Color / RGBA on mobile / iOS (texture-compression-astc) | | BC1 | 8 (4 bpp) | Opaque color at half BC7's size (quality: 'low') | | ETC2 RGB8 | 8 (4 bpp) | Opaque color at half ASTC's size (texture-compression-etc2, quality: 'low') |

Format selection is automatic: BC7/BC5 on desktop, ASTC on mobile, ETC2 as the last-resort compressed format for opaque colour, uncompressed RGBA8 fallback otherwise.

The 4-bpp formats are never picked by default — half the memory of BC7/ASTC but visibly lower quality, a trade-off only the application can make. Opt in with quality: 'low': opaque colour textures then encode as BC1 on BC-capable devices and as ETC2 RGB8 on ETC2-capable ones (most mobile GPUs), while 'colorWithAlpha' and 'normal' hints keep the high-quality formats (the 4-bpp formats can't carry them). Per-texture, preferredFormat: 'bc1' forces BC1 on BC hardware the same way; both knobs fall back to the normal selection when unsupported, and both apply to hint: 'color' only.

WebGL fallback

WebGPU is the primary path. When it's unavailable (older Safari, Firefox without WebGPU, locked-down environments) compressTexture() automatically falls back to a WebGL2 path that runs the same family of block encoders as fragment shaders — each 4×4 block is computed in one fragment, written to an RGBA32UI render target, and read back. The two backends are not byte-identical (the WebGPU shaders use f16 where available), but they implement the same algorithms at the same quality level and the resulting CompressedTexture looks the same under either renderer.

The fallback chain is WebGPU → WebGL2 → uncompressed RGBA8. The backend field on the result ('webgpu' | 'webgl' | 'none') tells you which path ran.

Notes on the WebGL path:

  • It needs the matching WebGL2 compressed-texture extension to be sampleable: EXT_texture_compression_bptc (BC7), EXT_texture_compression_rgtc (BC5), WEBGL_compressed_texture_astc (ASTC), or WEBGL_compressed_texture_s3tc (BC1). Selection mirrors the WebGPU side, with BC1 added as a broadly-available last resort for opaque colour when neither BPTC nor ASTC is present. ETC2 is WebGPU-only (no WebGL fragment encoder), so quality: 'low' on the WebGL tier can only deliver BC1.
  • The device / adapter options apply to the WebGPU path only.
  • All encoding happens on one shared, off-screen WebGL2 context; nothing is drawn to a visible canvas.

Usage

compressTexture — direct API

import { compressTexture } from 'gputex/three'

const { texture, format } = await compressTexture('/cobblestone.avif', {
  hint: 'color', // 'color' | 'colorWithAlpha' | 'normal'
  colorSpace: 'srgb',
  mipmaps: true,
})

material.map = texture

The encoding algorithm

There is a single encode mode, built to be both fast and high quality: a principal-axis endpoint seed (per-block covariance power-iteration — unlike a bbox diagonal it follows anti-correlated channels, worth +2–4 dB on normal-map-like content) plus projection-based index assignment (each pixel is projected onto the colinear endpoint line in O(1) instead of searching every palette entry), and the block bits packed with straight-line constant shifts. The formats with coarse 4-level palettes (BC1, ASTC) add up to two least-squares endpoint refit rounds accepted per block only when they lower the error, and BC5 one; BC7's 16-level mode-6 palette makes the refit redundant on a principal-axis seed (≤0.05 dB), so it skips it and stays the cheapest per pixel. On GPUs that report the shader-f16 feature everything runs in f16 — the f32 shaders are the automatic fallback.

ETC2 is the exception to the endpoint-line story: its blocks are per-subblock base colours shifted by scalar modifier tables. The encoder exploits the algebra of that scalar shift — table and index selection depend only on each texel's luma-sum difference from the base, exactly (modulo decode clamping) — so the whole 8-table × 4-modifier search collapses to a handful of scalar threshold tests against a two-candidate table shortlist, with subblock error constants and the flip preselect computed O(1) from quadrant sums. A gated base-colour refit and a closed-form least-squares fit of ETC2's planar mode (which rescues the smooth gradients ETC1-style blocks band on) complete the block, all driven by the same estimates. The rewrite took the GPU pass from 6.0 ms to ~0.2 ms at 2048² (30×, within ~0.2 dB of the exhaustive search on photographic content — only the base refit was traded for speed). Its f16 module is EXACT-VALUE: lumas, D values and thresholds are integers f16 represents exactly, while the sums-of-squares estimates stay f32 (they overflow f16), so the two modules produce byte-identical output — f16 buys register pressure on mobile GPUs, not different results.

On the repo's test cards this lands within ≤0.1 dB of the exhaustive per-block reference encoders (BC5 matches the reference exactly; ASTC and BC1-on-normal-maps measure slightly above it), trailing only on adversarial high-frequency noise, where any single-line seed loses to an exhaustive search — while encoding an order of magnitude faster. See the benchmark table below.

SVG sources

SVGs work anywhere a raster image does — as a URL, a Blob/File, an inline markup string (detected by a leading <), or an <img> element. The vector is rasterised before encoding, at the SVG's intrinsic size by default (absolute width/height attributes, else the viewBox dimensions). Use svgSize to pick the raster size — the browser renders the vector directly at that size, so upscaling stays crisp:

// Longest side 1024, aspect ratio preserved:
const { texture } = await compressTexture('/logo.svg', { svgSize: 1024 })

// Exact size (aspect mismatches follow the SVG's preserveAspectRatio rules):
await compressTexture('/icon.svg', { svgSize: { width: 512, height: 512 } })

// Inline markup:
await compressTexture('<svg viewBox="0 0 32 32">…</svg>', { svgSize: 256 })

An SVG with no width/height and no viewBox has no intrinsic size; svgSize is required for those. Rasterisation needs a DOM Image, so SVG sources are main-thread only. Non-Three.js users get the same rasteriser as a standalone helper: rasterizeSvg(source, { size }) from the core gputex entry returns an ImageBitmap ready for encodeToBytes().

GputexLoader — Three.js Loader

import { GputexLoader } from 'gputex/three'

const loader = new GputexLoader()
loader.hint = 'normal'
loader.mipmaps = true
const normalMap = await loader.loadAsync('/brick_normal.png')
material.normalMap = normalMap

React Three Fiber

The GputexLoader works with R3F's useLoader:

import { useLoader } from '@react-three/fiber'
import { GputexLoader } from 'gputex/three'

function Scene() {
  const texture = useLoader(GputexLoader, '/cobblestone.avif', loader => {
    loader.hint = 'color'
    loader.colorSpace = 'srgb'
    loader.mipmaps = true
  })

  return (
    <mesh>
      <sphereGeometry args={[1, 64, 32]} />
      <meshStandardMaterial map={texture} />
    </mesh>
  )
}

For a reusable hook with metadata access:

import { useLayoutEffect } from 'react'
import { useLoader } from '@react-three/fiber'
import { GputexLoader } from 'gputex/three'
import type { TextureHint } from 'gputex'

function useGputex(url: string, options?: { hint?: TextureHint; colorSpace?: 'srgb' | 'linear'; mipmaps?: boolean }) {
  const texture = useLoader(GputexLoader, url, loader => {
    if (options?.hint !== undefined) loader.hint = options.hint
    if (options?.colorSpace !== undefined) loader.colorSpace = options.colorSpace
    if (options?.mipmaps !== undefined) loader.mipmaps = options.mipmaps
  })

  return texture
}

// Preload textures outside of components
useGputex.preload = (
  url: string,
  options?: { hint?: TextureHint; colorSpace?: 'srgb' | 'linear'; mipmaps?: boolean },
) => {
  useLoader.preload(GputexLoader, url, loader => {
    if (options?.hint !== undefined) loader.hint = options.hint
    if (options?.colorSpace !== undefined) loader.colorSpace = options.colorSpace
    if (options?.mipmaps !== undefined) loader.mipmaps = options.mipmaps
  })
}

Usage:

// Preload outside the component tree
useGputex.preload('/cobblestone.avif', { hint: 'color', colorSpace: 'srgb', mipmaps: true })

function Scene() {
  const texture = useGputex('/cobblestone.avif', { hint: 'color', colorSpace: 'srgb', mipmaps: true })

  return (
    <mesh>
      <sphereGeometry args={[1, 64, 32]} />
      <meshStandardMaterial map={texture} />
    </mesh>
  )
}

Low-level encoders (any engine)

The individual encoder classes live in the engine-agnostic core (gputex). encodeToBytes() returns raw compressed block bytes with no Three.js involvement — feed them into whatever compressed-texture upload your engine exposes (Babylon.js, raw WebGPU/WebGL, …):

import { BC7Encoder, BC5Encoder, ASTC4x4Encoder, BC1Encoder } from 'gputex'

const encoder = await BC7Encoder.create()
const { data, width, height, paddedWidth, paddedHeight } = await encoder.encodeToBytes(imageBitmap)
// `data` is a Uint8Array of BC7 blocks covering paddedWidth × paddedHeight.
encoder.destroy()

For mip chains, encodeMipChainToBytes() encodes every level in a single GPU submission — one compute pass and one readback instead of a full CPU↔GPU round trip per level (an 11-level 1024² chain is one mapAsync wait instead of eleven):

import { BC7Encoder, generateMipChain } from 'gputex'

const encoder = await BC7Encoder.create()
// level0 = { data: Uint8ClampedArray (RGBA8), width, height }
const { levels, encodeMs } = await encoder.encodeMipChainToBytes(generateMipChain(level0))
// levels[i] = { data, width, height, paddedWidth, paddedHeight }

When the source is an image (not raw pixels), skip the CPU entirely: generateGpuMipChain() uploads it once and box-filters the whole chain on the GPU in one compute pass, and encodeMipChainFromTexture() encodes straight from the texture's mip views — no getImageData readback, no JS filter, no per-level uploads. This is what compressTexture() uses for mipmaps: true (mipped BC7: 28 → 7.5 ms at 2048², 110 → 23 ms at 4096²), and its box filter is integer-exact against the CPU one, so both paths emit identical bytes:

import { BC7Encoder, generateGpuMipChain } from 'gputex'

const encoder = await BC7Encoder.create()
const chainTex = await generateGpuMipChain(encoder.device, imageBitmap, { flipY: true })
const { levels, encodeMs } = await encoder.encodeMipChainFromTexture(chainTex)
chainTex.destroy()

To turn an encoder's output into a Three.js CompressedTexture directly, use the helpers in gputex/three:

import { BC7Encoder, TextureFormat } from 'gputex'
import { encodeToTexture, buildCompressedTexture } from 'gputex/three'

const encoder = await BC7Encoder.create()

// One-shot: image → CompressedTexture (plus the raw byte metadata)
const { texture } = await encodeToTexture(encoder, imageBitmap, { colorSpace: 'srgb' })

// …or assemble a texture from bytes you already have (e.g. a mip chain):
const bytes = await encoder.encodeToBytes(imageBitmap)
const tex = buildCompressedTexture([bytes], TextureFormat.BC7_SRGB)

Options

compressTexture options

| Option | Type | Default | Description | | ----------------- | ----------------------------- | --------- | ------------------------------------------------------------------------------------------------------------------------ | | hint | TextureHint | 'color' | 'color', 'colorWithAlpha', or 'normal' | | quality | 'high' \| 'low' | 'high' | 'low' picks the 4-bpp formats (BC1 on desktop, ETC2 RGB8 on mobile) for opaque colour — half the memory, lower quality | | preferredFormat | 'bc1' | — | Prefer BC1 (half of BC7's size) when supported; normal selection otherwise. hint: 'color' only | | colorSpace | 'srgb' \| 'linear' | 'srgb' | Use the sRGB or linear variant of the chosen format | | svgSize | number \| { width, height } | intrinsic | Raster size for SVG sources: longest side (aspect preserved) or exact size | | flipY | boolean | true | Flip vertically (matches Three.js convention) | | mipmaps | boolean | false | Generate full mip chain down to 1x1 | | cache | boolean | false | Session-scoped in-memory cache; repeat calls skip decode + encode (see below) | | cacheKey | string | derived | Explicit cache identity (skips content hashing; makes pixel sources cacheable) | | device | GPUDevice | — | Reuse an existing WebGPU device instead of creating one |

In-memory transcode cache

With cache: true, the compressed bytes are kept in a session-scoped in-memory LRU keyed by source identity (URL, or a content hash for Blobs/Files/data URLs) plus the selected format and encode options. Loading the same texture again later in the session — say, two worlds sharing an atlas — skips both the image decode and the encode, the two dominant costs: a 4K PNG that takes ~220 ms to decode + encode comes back in ~30 ms (content-hashed) or ~2 ms (URL-keyed). Nothing touches persistent storage; the cache dies with the page. Total compressed payload is capped at 256 MiB with LRU eviction — setTranscodeCacheLimit(bytes) tunes it (0 disables), clearTranscodeCache() empties it (e.g. on world unload). Pixel sources (ImageBitmap, canvas, ImageData) are only cached when you pass a cacheKey.

When neither device nor adapter is passed, compressTexture() shares one WebGPU device and one encoder per format across calls: the first call pays the adapter/device request and pipeline compile, subsequent calls skip straight to the encode and reuse the encoder's cached GPU resources. The result's destroy() only disposes that call's texture; call releaseSharedGpuResources() (also exported from gputex/three) to tear down the shared device — the next compressTexture() call transparently recreates it. With mipmaps: true the whole chain is encoded in a single GPU submission (one compute pass, one readback) rather than a round trip per level.

Benchmarks

Measured with the repo's GPU test suite (see below) on an Apple Silicon GPU (metal-3) in Chrome, encoding a 2048×2048 image. GPU pass is the compute shader alone (WebGPU timestamp queries, median of 20 runs); end-to-end wall time adds ~2–4 ms of image upload + result readback regardless of format. Each encoder caches its GPU resources (source texture, output/staging buffers, bind group) across encodes, so repeated encodes — including mip chains — skip per-call allocation: in an interleaved A/B this cuts BC7 end-to-end wall time by ~10% at 512², ~20% at 1024–2048² and ~35% at 4096².

| Format | Shader | GPU pass | | -------- | ------------- | ----------- | | BC1 | f16 (default) | 0.26 ms | | BC1 | f32 | 0.46 ms | | BC5 | f16 (default) | 0.26 ms | | BC5 | f32 | 0.26 ms | | BC7 | f16 (default) | 0.26 ms | | BC7 | f32 | 0.59 ms | | ASTC 4×4 | f16 (default) | 0.26 ms | | ASTC 4×4 | f32 | 0.56 ms | | ETC2 | f16 + f32 | 0.20 ms |

The ETC2 figure is the interleaved /ab harness measurement (batched dispatches, clock-stable). On a 100 GB/s part just reading the 2048² RGBA8 source costs ~0.15 ms, so the entire selection algorithm adds ~30% on top of touching the bytes. Two faster variants live in git history and were deliberately not shipped: a two-pass 2 B/px prepared source (encode pass 0.115 ms, but the prep pass is also bandwidth-bound and cannot overlap, so the per-texture total regressed) and an O(1) hedged table pick (−3% for −0.5 dB — a poor trade against the scored search).

Timestamps are quantised to 100 µs by Chrome and Apple GPU clock states swing timings by ~2×, so sub-millisecond figures are indicative (±0.1 ms); compare variants only within a single session.

Testing

Unit tests (bun test) cover the CPU reference encoders and metadata, but the WGSL shaders can only be validated on a real GPU. The repo ships a browser test + benchmark suite at example/pages/test.tsx (logic in example/lib/gpuTestSuite.ts):

bun run --filter gputex build   # build the library the example consumes
cd example && bunx next dev     # then open http://localhost:3000/test

A second page, /bench, measures median end-to-end encodeToBytes() wall time per format across image sizes (256²–4096²) — the numbers that matter for runtime streaming, where host overhead dominates small textures (results on window.__GPUTEX_BENCH__).

The page runs three groups against the live WebGPU device and renders PASS/FAIL tables (machine-readable copy on window.__GPUTEX_TESTS__):

  • Correctness — determinism (same input twice → identical bytes) and the clamp-to-edge padding path: a non-multiple-of-4 image must land within a couple of dB of the exhaustive CPU reference encode (gputex/testing) — a padding bug craters it.
  • Quality — GPU output is CPU-decoded and validated on the FULL 1024² test cards (every tile stresses a different failure mode) with two gates, for both the f16 and (force-disabled-f16) f32 shaders: aggregate PSNR must beat per-format thresholds pinned ~0.15 dB under the measured baseline, and — because a handful of catastrophically wrong blocks barely moves aggregate PSNR — the worst easy block (one the exhaustive CPU reference encodes near-losslessly) must not exceed the reference's error by more than a small per-format limit.
  • Performance — the benchmark table above: wall + GPU-pass time per format × shader variant.

The gputex/testing entry point exports the CPU reference encoders/decoders (encodeBC7Mode6Block, decodeASTC4x4Block, …) — the exhaustive per-block yardstick the GPU shaders are gated against — so any consumer can run the same validation.

Requirements

  • WebGPU (primary) or WebGL2 (fallback) — almost every current browser has at least one
  • A compressed-texture capability for compressed output:
    • WebGPU: texture-compression-bc (desktop), texture-compression-astc (mobile), or texture-compression-etc2 (mobile)
    • WebGL2: EXT_texture_compression_bptc / _rgtc, WEBGL_compressed_texture_astc, or WEBGL_compressed_texture_s3tc
  • Falls back to uncompressed RGBA8 when no compressed format is available on either backend

Device-specific workarounds

  • Black texture on Google Pixel 10: copyExternalImageToTexture produces black textures on the Pixel 10's PowerVR DXT GPU (vendor img-tec, architecture d-series). Worked around by uploading via writeTexture with rasterised pixel data instead.

Acknowledgements

The concept of encoding images on the GPU on the fly via compute shaders was first introduced by spark.js. gputex is not derived from Spark. Its encoders have been implemented from scratch using official references, which have been ported to TypeScript, and then converted to WGSL and GLSL via AI. Spark was never mentioned or used as reference at any point of the implementation, and multiple reviews have found the implementations to be completely independent. For any serious production use of GPU-compressed textures, Spark is the recommended choice over gputex.